VERSIÓN ESPAÑOL
Dentro de la creación del videojuego, ¿qué papel juega su diseño? Este curso proporciona conocimientos y pautas sobre cómo diseñar un videojuego. Partiendo desde un concepto básico, se dan las pautas para trabajar correctamente sus conentidos, de cara a conseguir un objetivo claro: el documento de “game concept” que constituye el documento inicial sobre el que se basa cualquier videojuego.
De cara a mejorar la comprensión de los conceptos, los ejemplos y referencias se fundamentarán en videojuegos reales, para permitir así visualizar el documento y cuáles son los resultados finales del diseño descrito en el mismo.
IMPORTANTE
Puedes seguir el curso también en Inglés (subtítulos y cuestionarios).
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ENGLISH VERSION
Which role plays design in video games creation? This course provides guidelines and knowledge on how to design a video game. Setting off a basic concept, they give the guidelines to properly work on their contents in aim to get a clear objective: the game concept document is the starting document on which any video game is based.
To improve the concepts comprehension, the examples and references will be based on real video games, to help us visualizing the document and which are the final results of the specified design.
IMPORTANT
You are able to follow this course in English (subtitles and quizzes).

Taught By

Enric Martí Gòdia

Associate Professor

Pere Nolla Rodríguez

Freelance y Colaborador docente

Transcript

Well, we have made some small changes as we said and now we are going to check and test them. As we have said, we have changed a bit the enemies' locations, adding some, changing some other's vision range, and also making that some static enemies now follow us. Now we have also zoomed the camera out a bit, because maybe it's better for the platforms zone and we have made the image that is used as a sight cross a bit bigger. They are some changes that might affect gameplay, so we will try to see how the experience changes. And we have also made enemies more resistant to ammo, so now the level should be harder to pass, so I will probably die easier than before. Now we have an enemy in the beginning, and it has more vision range so it shoots from the entrance and the difficulty is a bit harder from the beginning. Let's see, this second zone remains the same. There is an enemy chasing us. And here these two enemies that were static now will chase us. Well, I'm still alive but if we compare with the previous game there is a bigger difficulty, obviously. Well, I might think that I'm not gonna get to the next room or I will die fast, so what should we do? If we really prefer this enemies distribution because there is more action, we should think on either increasing the main character's health or putting new mechanics that recovery a part of the main character's energy. We must also take into account that looking for action isn't everything as we must understand that the player has a learning process that not only in the tutorial, but also in the first levels must be more affordable so that the learning is progressive. Now I died. Well, we must keep changing, adjusting and testing and see how can we improve the game until we get the desired experience. If we want to play arcade, we see how the shooting mechanics is more or less good and we should give it more layers to get a deeper experience. Most of these games alternate zones with a lot of action with rest areas in which either you recovery health or you recovery energy that then you will use to improve your weapons and also you have other rest areas to simply rest from the action zones. So we should go bit by bit, layer by layer improving the product and making it better. This also includes the definitive technology change and the definitive art, and if we had this definitive art we should test it, because although it seems nothing but a better art, it has a great importance on the experience and provokes a big immersion. Also at a technology level as the technology used to implement has some errors that must be fixed depending on the camera conditions or some error on how the arms are aiming, in example. So it is a constant process of improvement that requires some time, adjustment and some artistic view. So let's leave this prototype example here and finish the 9th unit, Testing, on this 4th module.

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